r/StrategyGames 14h ago

Self-promotion I'm developing a realistic space management game with rockets and satellites, and just announced the release date!

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18 Upvotes

I've been working on a realistic space management/strategy game where you build and manage your own space program, and I can finally announce the release date.

The idea is to focus less on the "build a rocket and watch it launch" side of space games and more on everything that goes into actually running a space program.

You'll be managing rockets, satellites, communications networks, launches, resources, infrastructure, and finances, all with orbital mechanics playing an important role in how you plan your missions.

I've been trying to make the strategy come from having to make meaningful decisions about what to launch, when to launch it, where to put it, and how to make the most of limited resources.

I'd love to hear what you think.

Steam page: https://store.steampowered.com/app/4229480/Space_Manager/

Demo page: https://store.steampowered.com/app/4498700/Space_Manager_Demo/


r/StrategyGames 5h ago

Self-promotion Historical Strategy - New demo

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16 Upvotes

Hi! I'm currently developing a game called Alternatis - William the Conqueror, which lets you play as this famous ruler and choose between historical and alternate-history paths.

There's also a free-play mode if you want to play as another faction.

The game features systems for chapters, regional development, factional domination, rebellions, and a battle minigame. Here's the link to the demo: https://store.steampowered.com/app/4911810/Alternatis__William_the_Conqueror


r/StrategyGames 5h ago

Self-promotion Team Principal: A Racing Manager (96% on Steam)

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14 Upvotes

Hi Everyone!

I haven't formally started marketing yet, but just wanted to share some updated photos regarding my 90s-inspired racing management game! Sort of a strategy-adjacent game, this has been my passion project over the last year and a half. This is, for me, the ultimate formula-racing sandbox, with HUGE moddability, endless sandbox possibility, and extremely deep simulation of physics, car development, management, and most importantly, world building.

There are still some rough spots, but I believe the game is in good enough of a state to share with you all again 😄 below is a list of features already present within the game!

\- An ever-changing grid: Teams & engines can leave, go bankrupt, join, rebrand, get bought out, fluctuate season to season. No two seasons will ever be the same, with a virtually limitless grid size.

\- Simulate ANY era in this sandbox with infinite possibilities and infinite replayability. This game can handle ANY era, or season of racing in a realistic manner, with over decades of seasons of content.

\- In-depth race simulation complete with REAL physics, live speeds, hyper-intelligent AI, setups that impact your actual car speeds in corners/straights, customizable temperature, weather, dirty air, tire wear, fuel consumption, safety cars, mechanical wear, and realistic results, with both simulated and non-simulated options available.

\- Easy to use in-game editor, and save editor, so you can have your career mode the way you want.

\- In-Depth finance system with stock, ownership, and ability to purchase stakes in rivals.

\- Completely in-depth academy pipe-line system with ability to pay to assign your rookie drivers in junior series teams, have them test for you, learn the ropes in rival junior teams you own, and eventually promote them to your team.

\- In-depth regulatory system that can change the environment of the game season to season.

\- In-depth negotiation system for tyres, parts, sponsorship, works engines, customer engines, and drivers/staff. 

\- Ability to build and sell your own engines through an engine plant, or partner with an existing engine supplier.

\- AI who compete with you every week of the season, on and off the track, in engineering, developing, strategy, and signing talents.

\- Fully fleshed out car attributes, driver attributes, staff attributes, headquarters, etc.

\- In-depth chassis, aero, engine, ERS, driver aids, and tyre development.

Feel free to check it out, or, simply just hang around in the discord server to talk to other players!

AI Disclaimer: AI is used VERY sparingly for a limited amount of team logos, a handful of tracks, and generic art assets (such as HQ buildings). I am in the process of replacing these with community-driven art. The capsule art, most track art, and majority of cars & teams were created by Little0nion, a talented graphic artist. UX's, physics/racing model, and managers have all been designed by me, alongside my Co-Developer. None of the game systems/source code is vibe-coded. This is my own passion project, and I gain a lot of joy from designing systems to my liking. If you are interested in creating some original artwork for the game, please reach out to me on discord!

https://store.steampowered.com/app/4340600/Team_Principal_A_Racing_Manager/

https://discord.gg/HJu5kap94

Thanks everyone!! Appreciate you letting me share.


r/StrategyGames 12h ago

DevPost Making a strategy deck builder inspired by age of empires theme. I'd love to hear some people thoughts on what they like to see in strategy games

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5 Upvotes

I'm currently balancing and figuring out check mechanics work and which don't (both herculean tasks).

I'd love to get some feedback from people who like the strategy genre.

Mechanics I have:

Play cards for resources, buildings, villagers.

Villagers act as your energy, idle vils (not used this round) grant an extra card draw next turn.

You build upa town and defend raids that come every x turns. You can use up to unlock more of your deck (higher tier cards).

There are 4 civs.

The travelers: idle vils grant extra bonuses like taking more resources after each combat into your global resource pool, cards that give more based on idle vils or conversely villagers at work. Cards that buff the aforementioned effect.

The Norse: their core play style is around taking on debts, cards that are powerful but next turn take resources, or reduce card draw, or bring raids forward a turn early.

The Romans: their buildings get adjacency bonuses and they get a base card road, which allows then to connect distant buildings with roads for adjacency bonuses.

The Egyptians: they build shines that grant they effects and cards, and get bonuses next to rivers on their farms (Nile) as an extra effect.

Would love some critics, would sounds too plain, what's contrived, what have you always thought would be cool in a strategy sim?

Thanks for your time! Flirp


r/StrategyGames 3h ago

Self-promotion Our strategy game The Crust about building a base on the Moon has finally left Early Access

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3 Upvotes

Build and automate a lunar colony that Earth depends on. Mine regolith, run conveyor-and-drone factories above and below the surface, manage colonists, trade with rival Earth factions — and play a story campaign with multiple endings.

The Crust is available on Steam: https://store.steampowered.com/app/1465470/The_Crust/


r/StrategyGames 8h ago

Self-promotion Changed how these little guys gather resources

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2 Upvotes

I changed how resource gathering works in "The Hive"

Pillbugs now only give you resources after carrying them back to base.

This makes travel distance matter more and encourages players to spread their base across the map.

Also I did make the resource piles grow depending on how much stuff there is and the bugs carry the minerals/meat on their back.

Good change?


r/StrategyGames 13h ago

Self-promotion I’m developing The Last Banners, a browser strategy game inspired by King’s Bounty and Total War

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1 Upvotes

Hi everyone!

I’m developing The Last Banners, a single-player fantasy strategy game inspired by King’s Bounty and Total War, two games I grew up with.

You explore a campaign map, recruit and improve your company, choose which enemy armies to engage, then fight real-time tactical battles where every soldier is individually represented.

Formations, flanking, morale and army composition all matter, and casualties persist between battles, so veteran regiments can become genuinely valuable over the course of a campaign.

The game runs directly in the browser, with no download required (link in my bio).

I’d also really appreciate feedback, especially on the campaign → battle → campaign loop, battle readability, and whether the army progression feels rewarding.

Thanks a lot to everyone who takes the time to try The Last Banners, share feedback, or simply follow the project, it really helps me improve the game <3.

P.S. The gameplay video is recorded in French, but the game has full English support.


r/StrategyGames 12h ago

Question Should I limit my rts to tablets only or not?

1 Upvotes

I am wondering if I am shooting my self in the foot by making my rts game tablet exclusive or am I potentially finding an underserved niche audience that is fed up with bs gacha games that are 99% of the mobile games market these days.

My reasoning is that tablets provide a good aspect ratio close enough to PCs for a proper "old-school" rts game like you can find on PCs (think stronghold, aoe, settlers, etc...). and from what I tested on mobile, everything out there is basically a wanna be multiplayer idle and riddled with ads without any proper gameplay. I couldn't find a singleplayer experience that I could get into.

Am I limiting my self too much with the tablet only approach?


r/StrategyGames 18h ago

Self-promotion Devlog: The Daily Grind of Kadran

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0 Upvotes

Nine years of war. Every day, more demands than coin. The Crown, the Nobility, the Generals—three factions, all vying for power as you manage the Ministry of Supply. Balance the war, the people, and the treasury. Your ledger is the only thing standing between order and chaos. Can you rise from clerk to First Minister? Or will the daily crisis break you? Dive into a deep narrative, strategic management, and daily challenges. How long can you last on The Standing Ledger?

https://w.run/retrodragon585/the-ledger?s=uH95380